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DLSS 5 on Radeon Gets Faster With AMDLSS5 2.0, Up to 64% Performance Uplift

AMDLSS5, a free mod that runs NVIDIA's DLSS 5 Neural Rendering on AMD's Radeon RX 9070 and RX 9070 XT, has reached version 2.0 with an engine its developer, Wehaveall, built for the project. Earlier builds were based on Daniel Blanco's DLSS-NR-on-AMD, the tool that first got DLSS 5 working on Radeon cards back in September, but version 2.0 no longer needs files from any other mod. In a 60-second Resident Evil Requiem run at 4K with FSR on an RX 9070 XT, the new build averaged 101.2 FPS with 78.5 FPS 1% lows, up from 91.3 and 66.0 FPS on version 1.6.1. That is roughly 11% and 19% better, respectively.

The headline 64% figure comes from a comparison with unnamed "other mods," which managed 61.6 FPS in the same scene. These are the developer's own numbers from one game on one GPU, and there's no mod-off baseline showing what Neural Rendering costs. Game support now includes PRAGMATA, Nioh 3 and GTA 5 Enhanced, the latter only in offline Story Mode with BattlEye disabled. RX 9060 series cards should work but are untested, while RX 7000 support is an alpha that hasn't been tried on real hardware yet.

Dead Pixels Creep In Along the Edges of Older WOLED TVs, RTINGS Finds

Fourteen of the 16 WOLED TVs in RTINGS' 18,000-hour accelerated longevity test developed what the outlet calls "edge rot," meaning dead pixels and other damage creeping in along the panel edges. All of these sets use LG Display panels and were released between 2020 and 2023, and the test works out to roughly ten years of typical U.S. viewing. Older WBC panels fared worst, with nine of ten affected and five rated severe, while five of six newer WBE panels also showed it. Only the LG A2 and LG G3 came out clean. Meanwhile, the three QD-OLED TVs in the test, Samsung's S95B and S95C and Sony's A95K, didn't have a single dead pixel. However, RTINGS says three units are too few to call QD-OLED immune.

Unlike burn-in, edge rot doesn't depend on what you watch, so the usual advice of mixing up content won't help. RTINGS suspects contamination during manufacturing or flaws in the encapsulation layer that keeps moisture out, though confirming that would need proper failure analysis. Two staffers also found it on their own LG GX and C1 at home. In a statement to RTINGS, LG said the issue may appear in a very small number of products under prolonged heat, humidity or other harsh conditions, and isn't expected in normal use, which is interesting given that LG Display once argued QD-OLED was more prone to burn-in. RTINGS now rates WOLEDs slightly lower for expected reliability, including newer models as a precaution, though it still considers OLEDs more durable than LCDs. Its next planned test includes 2025 and 2026 models, some with LG's RGB Tandem panels, which should show if it's been fixed.

Discord Is Rebuilding Its App in Rust, Early Build Uses Just 290 MB of RAM

Discord is rewriting its desktop app in Rust and dropping Electron, and the early numbers look very promising. Discord CTO and co-founder Stanislav Vishnevskiy posted a Task Manager screenshot on X showing the new client, listed as "Discord Phoenix," using just 290.2 MB of RAM. In the same screenshot, Steam's WebHelper sits at 856 MB and Battle.net at 344 MB. That's a big drop, as Discord said late last year that its current Windows client normally stays under 1 GB, and it even tested auto-restarting the app once it crossed 4 GB. Vishnevskiy also shared a side-by-side clip on two laptops showing the new client booting much faster, adding that clicking around "feels instant."

Mobile is getting the same treatment. According to Vishnevskiy, Discord is dropping React Native as well, so the mobile apps will keep their native interface while sharing app code with the desktop client through Rust. The new client is built on GPUI, the Rust UI framework from the team behind the Zed code editor, rather than Tauri as many had guessed. There's no release date yet, and Discord only says it hopes to get it into testing with users soon.

Steam Wants Devs to Play Their Games For At Least 5 Minutes First

Valve now requires developers to launch their game through the Steam client and run it for at least five minutes before submitting it for review, as part of several new additions to Steam's pre-release checklist. It doesn't have to be the developer playing, since anyone's playtime counts, as long as it was logged within the past seven days, or since the last build upload if that's older. Apparently, Valve keeps getting builds that were never run through Steam at all, which is how games end up with broken launch options or missing depots.

The changes are meant to cut down Steam's review backlog. Valve says store page and build submissions have jumped over the last few months, and it's quite obvious why that would be. For Valve, build reviews that usually take three to five days are now taking up to 12 business days, largely because games that fail basic checks have to be reviewed again. Other new checks include at least five screenshots tagged as gameplay, a test save written to Steam Cloud for games that support it, a list of required redistributables like DirectX or Visual C++, and complete achievement setup.

Modded RTX 2080 Ti 22 GB Shows What Extra VRAM Can Still Do for Turing

PC Games Hardware has put a modded GeForce RTX 2080 Ti 22 GB through their test gauntlet, and the extra memory seemingly pays off once games run out of headroom. At 4K with DLSS Performance and FSR 3.1 Frame Generation, the card averaged 52.5 FPS in Flight Simulator 2024 against 30.2 FPS on a regular 11 GB model, roughly 74% faster. Spider-Man 2 jumped from 39.4 to 64.0 FPS, and Indiana Jones and the Great Circle crashed to the desktop on the 11 GB card. At 1440p with DLSS Quality, the gap was smaller, though those first two games still ran about 20% slower on 11 GB. Of course, PCGH chose nine memory-hungry games on purpose, and most titles run fine on 11 GB. Keep in mind that these are just one outlet's numbers, and other results may vary.

These cards have shown up everywhere from Alibaba to eBay listings at $499, and this one came from a reader. All eleven memory chips are swapped for 2 GB Samsung parts. No firmware changes are needed, since relocating a single strap resistor tells the GPU about the extra capacity, and NVIDIA's regular drivers pick it up. Its weak blower-style cooler and 250 W limit held it back, so PCGH tuned both cards to identical 1.9 GHz, 15 GT/s, and 280 W settings. At around €500, the 22 GB card costs quite a bit less than a 16 GB RTX 5060 Ti, which goes for €770 in Germany. PCGH still calls it a gamble, citing eight-year-old hardware and soldering work that can fail weeks later, and advises checking the seller's reputation and whether any warranty goes beyond a 30-day return window.

Microsoft Adds Cloud Rebuild Recovery to Windows 11 in Latest Preview Update

Microsoft has introduced Cloud Rebuild, a recovery option that can wipe and reinstall Windows 11 by pulling a fresh image and the PC's drivers from Windows Update, even when the system refuses to boot. It ships with KB5127936, the optional preview update released on October 28 for Windows 11 25H2 and 26H2, and it's rolling out gradually. If Windows still loads, the option sits under Settings > System > Recovery as "Rebuild PC." If it doesn't, the PC falls back to the Windows Recovery Environment (WinRE) after a few failed boots, where Cloud rebuild shows up under the Troubleshoot menu.

The "Reset this PC" menu has had a Cloud download mode for a while. According to Microsoft, Cloud rebuild goes a step further by grabbing drivers as well and by not depending on the installed copy of Windows being intact. It is a clean slate, though. The system drive gets reformatted, wiping apps, settings, user accounts, and local files, and only data synced to services like OneDrive survives. Anyone handing the PC off can pick a sanitize mode that has the drive securely erase itself first, and IT admins can kick off a rebuild remotely through the Recovery CSP.

Digital Extremes's Fantasy ARPG "Soulframe" Launches Into Free Open Alpha in November

Digital Extremes, the game studio behind Warframe, has been working on its latest game, Soulframe—an open-world, co-op fantasy action RPG with a strong focus on melee combat—for a number of years, with ongoing invite-only alpha testing having been live since 2023. Although it looked like the game was preparing to launch in some capacity over a year ago, Digital Extremes has waited until November 9 to launch the full-scale open alpha test of Soulframe. This means that the game will no longer require an invitation to play.

Digital Extremes announced the Opem Preludes along with the reveal of the upcoming Verse of the Veilands update, which introduces rideable wolf companions, which players can raise from pups, alongside new weapons and pacts, bosses, and the Veilands, described as a new "environmental world progression system." Soulframe features crafting, weapon progression, story-driven quests, and highly customizable combat and skills.

New UEFI Tool Lifts NVIDIA's Tensor Cap on RTX 20 to 40 Series Cards in Windows

Last week, modders found a way to double the tensor throughput of GeForce RTX 20, RTX 30, and RTX 40 cards, though Zagitta's original tool only ran on Linux. Now, Chinese modder physicsdolphin has released nv-uefi-unlocker, a UEFI tool that lifts the same limit on Windows. NVIDIA runs FP16, BF16, and TF32 tensor math with FP32 accumulation at half rate on GeForce cards, while the same silicon in professional cards runs at full speed. The tool removes that cap before the driver even loads, without any VBIOS flashing. An earlier Windows port from impacifist targeted a single RTX 3090 system, while this one covers all three generations.

The gains look substantial. One user's RTX 4070 Ti Super went from 57.00 to 150.93 TFLOPS in FP16 (2.65x), though board power also climbed from 227 W to nearly 292 W. An RTX 2070 reportedly jumped from 36 to around 60-63 TFLOPS. Not every card has been tested; RTX 20 owners have to enable GSP firmware mode first, and RTX 50 isn't supported at all. The unlock resets on every power-off, so it runs from a USB stick on each cold boot, with Secure Boot disabled or a self-signed certificate enrolled. That could be a problem for games whose anti-cheat requires Secure Boot.

OpenMouse Launches Open-Source Customization for Logitech, Razer, Wooting, and SteelSeries Keyboards

Not too long ago, the developers behind OpenMouse, the open-source, community-driven alternative mouse configuration suite, revealed that they were working on supporting keyboard customization alongside the myriad gaming mouse models the suite now supports. As per a recent announcement on the project's Discord server, the latest OpenMouse beta release has added support for a number of gaming keyboards from Logitech, Razer, SteelSeries, and Wooting. Initial support also appears to be in development for Wuque Studio and the Kochi Hummingbird 68.

So far, actual feature support also appears to be limited, and the implementation is very much still in beta, with the app connecting correctly to a Wooting 80HE in a brief test but failing to load the proper keymap and failing to adjust the settings correctly. However, the planned feature set appears to be competitive with most proprietary keyboard customization tools, with HE features like adjustable actuation, rapid trigger, toggle key, mod tap, SOCD, and DKS, all present in addition to robust RGB customization and support for layers and profiles. What is notably absent is the ability to remap keys, however.

Pulsar Teases Dual-Sensor Gaming Mouse with True Adjustable Sensor Position

Pulsar seems to be on a bit of a run in 2026, having already shown off a new X5 ergo gaming mouse and launched a new X2F CrazyLight fingertip mouse, but its latest announcement isn't an actual product launch, but rather a peek at what's to come for the brand. According to a new mini-documentary Pulsar published on its YouTube channel, it is working on a gaming mouse platform that would allow for dual sensors.

In the mini-doc, Pulsar explains that "innovation at the mechanical level has reached a realm where humans can no longer keep up," likely referring to the ever-increasing DPI and polling rate increases that we have seen gaming mouse companies brag about. As such, it is developing the dual-sensor system to allow users to better tailor their mouse inputs to their individual needs and movement patterns. The system basically combines sensor data from both sensors and calculates movement based on a pre-determined offset that can be set in software by a user. This theoretically allows the sensor to be placed anywhere on the bottom of the mouse.

Instagram Tests 90-Minute Horizontal Videos, Takes Aim at YouTube Creators

Instagram is testing a new format called Features, which lets creators upload horizontal videos up to 90 minutes long. The test started on Monday with a small group of US creators, following an earlier trial in Brazil, and it's aimed squarely at podcasters, comedians, and other long-form creators who mostly publish on YouTube today. Instagram head Adam Mosseri and VP of Product Tessa Lyons announced it in a video. Plenty of creators already post Reels clips to promote full episodes hosted elsewhere, so Instagram now wants to host the full episode too. Reels can link straight to the full video, and Features will also be recommended on the Explore page.

While YouTube shares ad revenue with creators in its Partner Program, Instagram has no plans to do the same for Features, at least for now. An Instagram representative said the company is funding some creators directly, but that it's "too early to share a long-term monetization model." Lyons said established creators can bring their existing sponsorships and branded content along. Instagram already tried long-form video once with IGTV, which launched in 2018 and was shut down in 2022. This time, the TV seems to be a bigger part of the plan, as the Instagram for TV app, which debuted on Amazon Fire TV in December 2025, has now reached Apple TV in the US. There's no firm date for a wider rollout, and without a revenue share, it's hard to see many creators leaving YouTube anytime soon.

Arc Raiders Developer Still Split on Permanent PvE Mode After Divisive Test

Embark recently concluded a short test of a new PvE mode in Arc Raiders, which may have been partially behind a six-month player count high, and the game studio has now started to reflect on the data it gathered from the PvE mode test. In a recent interview with MP1st, Embark's Aleksandar Grøndal has effectively explained that the test has been somewhat divisive and that it will be a while before there is any concrete decision about the future of PvE in Arc Raiders.

What it comes down to for Embark is how PvE integrates into the game alongside the mainline PvPvE game mode, and the studio has expressed skepticism about PvE, "for historical reasons," since Arc Raiders was previously developed as a PvE game, but Embark pivoted to the current extraction shooter gameplay because it made more sense from a gameplay standpoint. At the end of the day, though, the studio acknowledges that, while there has been a substantial outcry for the PvE game mode, it cannot simply add it to the game, so it will take its time in analyzing the data and feedback and make a decision sometime in November about how it plans to implement PvE to Arc Raiders, if at all.

New DLSS 5 Mod Borrows a VR Trick for Better Ultrawide Performance

A new DLSS 5 mod borrows a trick from VR headsets to make Neural Rendering less punishing on ultrawide monitors. FoveatedDLSS5, a ReShade add-on built by maximedgoulet, keeps neural rendering at full resolution in the middle of the screen and steps it down toward the edges, where peripheral vision picks up less detail. In a Reddit post, the modder says The Witcher 3 went from 49 FPS to about 80 FPS on an RTX 4090 at 7680x2160 with 2x multipass, a gain of over 60%.

With default settings on a 7680x2160 panel, Neural Rendering ends up processing about 71% of the original pixels. Smaller screens gain less, however. At 4K, the defaults leave 93% of the pixels, and at 3440x1440 the mod turns itself off, so 16:9 and 21:9 users should shrink the center zone. It's also a pre-release tested in one game, and it only works when neural rendering runs after upscaling, which rules out pairing it with the Neural Upstream trick. Videocardz points out a similar project, CheekyFoveatedDLSS, that has been out since early September and adds eye-tracked foveation for VR headsets.

Jailbroken PS5 Consoles Can Now Run Windows Steam Games Locally

The PS5 jailbreaking scene keeps making progress almost on a weekly basis. A jailbroken PS5 can now download Windows games from a Steam library and run them locally on the console, with no PC streaming involved. The tool behind it is Playden for PS5, an alpha launcher from developer leolobato that adapts the macOS version of Playden. It lets users sign in to Steam with a QR code, browse their library, download games, and launch each one from its own tile on the PS5 home screen. Under the hood, it relies on prospero-win, a PS5 port of Wine, with DXVK handling the graphics side. Unlike Linux on the PS5, there's no separate OS to boot into, since Playden runs as a regular PS5 app.

Development is moving quickly. The first public release landed on October 12, and version 0.5.0 added Direct3D 12 support through VKD3D-Proton, which, according to the release notes, opens the door to games like Cyberpunk 2077 and Deep Rock Galactic. Version 0.6.0 followed this week with USB and FTP game imports, 120 Hz output and a 4K resolution option. Of course, this is still very much experimental. The compatibility list has a decent number of working games, mostly older and indie titles such as Half-Life 2, Fallout: New Vegas, and Vampire Survivors, but plenty of others crash or refuse to start.

AMD EPYC 9996 Geekbench Listing Offers First Look at Zen 6 Single-Core Gains

AMD's Zen 6 just got one of its first rough per-clock comparisons against Zen 5, and the early numbers look good. Leaker HXL spotted a Geekbench 7.1.0 listing for the 256-core EPYC 9996, the flagship "Venice" chip AMD launched in July, scoring 2,847 points in single-core on a Dell PowerEdge R9815 server running Linux. User three twenty six on X then locked a Ryzen 7 9700X to 4.1 GHz, matching the EPYC 9996's maximum boost, and got 2,444 points on the same Geekbench version. That works out to roughly 16.5% higher single-core performance for Zen 6 at the same frequency. Apparently, Zen 6 came out ahead in all 15 single-core subtests, with gains ranging from 8.2% in File Compression to 25.7% in HTML5 Browser.

Of course, these scores only give us a general idea about the gains. The EPYC 9996 uses the dense Zen 6c cores, not the full Zen 6 cores expected in desktop Ryzen chips, so it's hard to say how closely these numbers will carry over. The two systems are also wildly different, with a server platform on one side and a 9700X running DDR5-6000 CL34 under CachyOS Linux on the other, and the EPYC listing has since been pulled from the Geekbench database. Still, a double-digit per-clock gain from the dense core variant is quite encouraging. AMD has already confirmed that "Olympic Ridge" desktop CPUs will stay on AM5, though they reportedly won't arrive until 2027, so we can expect more comprehensive performance leaks well before then.

Nintendo Switch 2 Gets Its First Software-Only Jailbreak, With Help From OpenAI Codex

Sammy Hajhamid, a security researcher who goes by pepsipu online, has released ns2jb, a software-only jailbreak for the Nintendo Switch 2 that runs on the latest 23.0.1 firmware. To show it off, Hajhamid modded Mario Kart World, a Switch 2 exclusive, and also dropped Peter Griffin, Hatsune Miku, Cinnamoroll, and Red from Angry Birds into the roster. It looks like OpenAI's Codex did a good chunk of the heavy lifting here. Hajhamid hooked a Switch 1 and a Switch 2 up to two JetKVMs, plus a Bluetooth light switch flicker that presses the power button whenever the console crashes, so the AI agents could keep at it on their own. An early attempt through the Switch 2's WebKit browser didn't pan out. The working chain instead starts with a 32-bit integer overflow in SmileBASIC 4, a roughly $25 Switch 1 programming app that still runs on the Switch 2, and then moves to a buffer overflow in the console's filesystem service.

The end result lets users run native code with the permissions of ordinary system modules, which opens the door to homebrew, game mods, save backups, and reverse engineering. However, the jailbreak is tethered, so it has to be run again after every reboot, and there's no kernel exploit or custom firmware yet. Fellow researcher Gezine, who disclosed a separate Switch 1 and Switch 2 userland exploit in July, said the work "seems legit." Nintendo hasn't commented so far, though given how aggressively it has gone after Switch piracy and emulators, a firmware patch seems likely, and SmileBASIC 4 might even vanish from the eShop.

PS5 Firmware 14.10 Reportedly Jailbroken in Private, Hypervisor Still Holding Up

PS5 homebrew developer Gezine has shown a working exploit on firmware 14.10, the latest PlayStation 5 software, just a month before GTA 6 launches. In a short video posted on X with the caption "Hello 14.10," Gezine opens the console's debug settings, and apparently it gets past the protections Sony added with the 14.10 update on October 1. The jailbreak is private for now, and there's no word on whether Gezine plans to release it. The timing is what makes this interesting. Sony's 14.00 update in mid-September disrupted the Relapse exploit that had been working on firmware 13.60, and 14.10 followed with more security fixes. Players are also reporting that Sony now requires 14.10 to sign in to PSN.

On top of that, datamining account PlayStation Game Size found that GTA 6 needs firmware 14.10 to run, though neither Rockstar nor Sony has confirmed this. However, this doesn't mean pirated copies of GTA 6 are around the corner. The hypervisor bypass that the scene uses to dump and run game backups doesn't work on 14.10 yet, and Gezine reportedly said a separate hypervisor exploit may be needed. Until then, backups, and by extension apps like Overdrive that allegedly hand out free games and DLC, seemingly aren't an option on the latest firmware. Some people in the community have asked Gezine to hold off on a release until after GTA 6 launches, since going public now would likely prompt Sony to patch it.

PS4 Exclusive Driveclub Now Runs Natively on PC Through New Recomp

Driveclub, Evolution Studios' 2014 PS4 racer, now runs natively on Windows through DriveClub Recomp, a fan project released on GitHub by OverkillLabs3. While PlayStation emulation has been progressing rapidly, this one doesn't use CPU emulation. The game's own x86-64 code runs directly on the PC's processor, while the PS4 system libraries are reimplemented and GPU commands are translated to Vulkan. The port supports resolutions from 720p to 8K, ultrawide displays, and an unlocked frame rate that doesn't speed up the game. It also replaces the original anti-aliasing with NVIDIA DLAA on RTX cards or AMD FSR 3.1 on any GPU, both at native resolution, and RTX owners can swap between the two in-game with F10.

The developer says the game holds about 60 FPS at 4K in its heaviest scenes on an RTX 5070 Ti paired with a Ryzen 7 5800X3D, and the v0.2.3 update pushed one 4K test race from roughly 62 to 71 FPS. It is still rough around the edges, however. Some reflections look too bright, shaders compile during the first few minutes, slower CPUs drop frames in busy scenes, and online features don't work. It has also only been tested on NVIDIA hardware so far. A second project, DCport by qnfn, takes a similar route with FSR 3.1 and FSR 4 support. Both need the player's own dump of version 1.28. It's in the same vein as how modders recently got Gran Turismo Sport running on PC. These recomps arrive a couple of months after a ShadPS4 patch let Driveclub run at up to 8K, quite the jump for a game that shipped at 1080p and 30 FPS.

Intel Core i5-4670K Gets a New Cinebench R11.5 Record, 13 Years After Launch

Overclocker Luumi has taken the top spot in HWBot's Cinebench R11.5 rankings for the Intel Core i5-4670K, beating a record that had stood for around 12 years. Running the 2013 Haswell quad-core at 6,301 MHz under liquid nitrogen, Luumi scored 10.8 cb, just edging out Strat's previous 10.76 cb at 6,249 MHz. That's roughly 66% above the chip's 3.8 GHz boost clock, which is quite a lot for a four-core, four-thread part built on Intel's 22 nm process. The top of the leaderboard is tight as well, with Moose83 sitting third at 10.74 cb out of 187 submissions. Of course, this is a record for the i5-4670K category, not an overall Cinebench R11.5 world record. Luumi also has a history with Cinebench, having set an 8-core world record on an EVGA Z390 Dark back in 2018.

The test bench was period-correct too. Luumi used an ASRock Z97 OC Formula, the same board that pushed a Core i7-4790K past 7 GHz back in 2014, along with 4 GB of XPG DDR3 running at 2,708 MT/s with 8-12-7-28 timings and a Corsair AXi 1600 power supply. The run was done on Windows 7, as HWBot's R11.5 rules apparently don't allow pre-Skylake Intel chips on newer versions of Windows without BenchMate. Haswell is no stranger to extreme clocks, as the Core i7-4770K was overclocked to 7 GHz before it even launched in 2013. A modern 12-core laptop reportedly scores around four times higher in R11.5 while running in quiet mode, so the achievement here is about squeezing every last megahertz out of 13-year-old silicon.

New Tools Let Users Edit and Load Modified VBIOS on GeForce RTX GPUs Without Flashing

A developer who goes by Panchovix has released three tools that let NVIDIA GeForce RTX 50, RTX 40, and RTX 30-series owners run a modified VBIOS without writing anything to the card's flash chip. The first is a VBIOS editor for Windows and Linux that can change power limits, voltage ceilings, current (OCP) limits, fan channels, and the core and memory offset ranges. Edited images keep NVIDIA's original signature, which no longer matches, so they can't be flashed with nvflash. Patched tools did break NVIDIA's BIOS signature lock for crossflashing back in 2023, but this approach skips flashing altogether. On Windows, the loader stores the edited image in the GPU's driver registry key, where the driver picks it up as an override every time the device starts, and it only needs a quick GPU restart. The Linux loader instead patches NVIDIA's open kernel modules so the GSP firmware starts with the custom image, with Fedora 43 being the only distro tested on real hardware so far.

The screenshots show how this works in practice. On what appears to be an RTX 5090 Founders Edition ROM, the board power ceiling went from 600 W to 700 W and the NVVDD and MSVDD voltage ceilings from 1,110 mV to 1,150 mV. An RTX 4090 ROM had its power ceiling raised from 666 W to 750 W and its core offset range doubled to +2,000 MHz, and nvidia-smi later confirmed that card's power limit going from 550 W to 671 W. Apparently, an RTX 5090 reached 800 W, an RTX 5080 went from 360 W to 500 W, and an RTX 5060 Ti from 185 W to 300 W in the developer's own testing. Laptop RTX 40 GPUs can't be edited yet, and memory timings can't be changed since the card reads them directly from the flash chip.

Gran Turismo Sport Runs Natively on PC Through Unofficial Port

Gran Turismo Sport is now playable on PC through RyGT, an unofficial port from GitHub user mlgprorektm8 that has been getting new builds almost daily. Contrary to what it may look like at first, this isn't an emulator. RyGT converts the PS4 executable (CUSA03220, update 1.69) into a Windows program, so the game code runs directly on the CPU while RyGT's libraries stand in for the PS4 system, and graphics go through shadGT, a Vulkan renderer built on ShadPS4 code. You'll still need your own decrypted game dump and firmware files. Menus, races, audio, and controllers work, though online features don't. Apparently, races run at about 42 to 60 FPS depending on car count, tested on two rigs: one with a Core i7-13700KF and RTX 4070 Ti, and the other with a Ryzen 5 9600X and RTX 3060.

Moreover, AMD FSR 3.1 frame generation works on any GPU and took one 57 FPS race to 115 FPS on screen. However, the game provides no motion vectors, so fast edges and the HUD can ghost, and the developer recommends a base frame rate above roughly 40 FPS. The game handles shader stutter by precompiling known shaders at the splash screen, while new ones can trigger slow motion, a pause, or pop-in. A new renderer landed on October 16, lifting a heavy 20-car, rainy Tokyo Expressway race from about 32 to 43 FPS, so the project is getting updates frequently. No Gran Turismo game has officially come to PC, and with Sony backing away from single-player PC ports, fan projects like this one, along with PS5 emulators now making noticeable progress, seem to be the only way in for now.

Modder Fits RTX 5090 With Four 8-Pin Connectors, Halving Current per Wire

Reddit user DallasGrave, who recently soldered a dual 8-pin board to an RTX 5090's 16-pin header, is back with a more ambitious take on the same idea. The new "Quad 2x8 Header Conversion" mounts four 8-pin PCIe connectors right on the card, tapping the contact points of the 12V-2x6 header, so the 16-pin connector can either stay in use alongside it or be skipped entirely. Each 8-pin carries three 12 V conductors, which spreads the load over twelve wires instead of six.

According to the modder, current per conductor is "almost perfectly halved" compared to the native connector, landing at roughly 4.1 to 4.4 A per wire at 600 W, with wire temperatures dropping by around 20°C. The sense pins are set for 600 W, and the board has apparently been tested up to 800 W on a shunt-modded card, where the PCB itself reportedly sat at about 45°C. Videos covering installation, live current data, and a 24-hour sustained load test are apparently being shot now, and custom backplates are in the works to make the mod look more factory-made. Versions for nearly every card, Founders Edition included, are also going into production.

Long-Term Liquid Metal Tests Reveal Promising Longevity Despite Reactions

Responding to a question from a customer with a stained copper cold plate, modder and overclocker, Der8auer, has published an analysis of Thermal Grizzly's Conductonaut Extreme liquid metal thermal interface, revealing the long-term effects of the TIM. In the video, published to YouTube, Der8auer explains that the staining that can often be seen after the use of liquid metal TIMs is a simple reaction between the copper and gallium in the liquid metal forming CuGa2 in what is known as a peritectic reaction. The resulting alloy has an effective thermal conductivity of around 100 W/m·K, which is significantly lower than pure copper but much higher than the liquid metal alone. Fortunately, this deposition grows at around 1 µm per day until it reaches 50-100 µm, and it is given as the explanation for online reports of liquid metal evaporation over time.

Moving onto the actual long-term testing and analysis, Der8auer analyzed a copper plug applied with Thermal Grizzly Conductonaut Extreme intermittently over a two-year period to see how the thermal interface material changed over time. While the liquid's surface is clearly visible under the electron microscope after the initial application, it changed significantly after just two weeks, with obvious crystallization and solid particulates forming in the TIM surface. These crystals continued to grow as the test sample sat in a de-oxygenated environment, losing any appearance of the liquid by the end of the second month after the initial application, with the surface then comprised exclusively of crystals. No further changes were observed in the liquid metal's surface between the two-month and two-year marks, suggesting that no major changes happened after the first 50-60 days, as predicted by Der8auer's initial explanation that peritectic deposition would occur at a rate of roughly 1 µm per day until it reached around 50 µm thick.

Arc Raiders Launches to 6-Month High After Free Weekend, PvE-Only Test, and Frozen Trail Update

Arc Raiders's Embark Studios has been busy lately, first dropping the Frozen Trail update and kicking off a free weekend, updating its anti-cheat systems, and then starting testing for the PvE game mode that is slated to run from October 13 to 20. Apparently, all of these changes have had an impact on player count, as Arc Raiders just recorded its highest daily active user count in six months, according to data from Alinea Analytics.

The analytics firm estimates that on the launch date of the Frozen Trail update, which was the same day as the start of the free weekend, Arc Raiders saw a sizeable bump in daily active users, from around 599,000 to 944,000, with that climbing to as high as 1.6 million DAUs by October 12, when the free weekend ended. Almost unexpectedly, however, the extraction shooter's highest daily active user count was on October 14, the day after the start of the test period for the new PvE game mode, suggesting that this may have been a strong driver for gamers who have previously picked up the game only to drop it again later.

Linux Finally Gets 64-Bit Steam Client and New Game Achievements Management in Client Beta

Even while Valve transitioned its Steam client to 64-bit, its Linux client has remained stuck in 32-bit land, but it appears as though that is finally slated to change, with a new 64-bit Steam client for Linux finally launching in the beta branch. This follows on the recent announcement of the beta RT3 client earlier in 2026 marking the start of the transition and promising a more consistent experience across different Linux distributions.

The launch of the 64-bit beta comes alongside Steam's new Achievement Sets update that allows developers to group base game, DLC, and other achievements based on categories. There is also a new achievements page to more easily track game achievements. Ahead of the latest beta launch, Valve also responded to Epic Games's new vibe-coded Epic Games Launcher beta with a mainline Steam client update that resulted in significantly faster cold-start times.
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